Looks like pretty standard ubercharger tactics here - not a lot of that damage output is coming from your smite ability.
Not that there's anything wrong with that, but the thread sounded like it was on optimizing smiting.
I completely agree, which is why this thread is now actually about optimization of smite (least my post will be).
Behold!
+++Classes:-
Fist of Raziel - 10 levels - BoED - Chain Smite!
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Triadic Knight - 7 levels - Champions of Valor - Threefold SMite (Use 3 smites at one time!) - needs endurance+a initiate feat
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Ordained Champion - 5 levels - Complete Champion - Spend a turn/rebuke attempt to turn your next attack into a smite - Weapon focus of Dieties Favored Weapon
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Faith Scion -
http://www.d20srd.org/srd/variant/magic/legendaryWeapons.htm#FaithScion - ridiculous bonus to smite (4 to his attack roll and deals 2 extra points of damage per faith scion level)
Alternate Class Features:Charging Smite - PHB2 - replaces mount at 5th level - when you smite evil on a charge, you deal an extra 2 points of damage per paladin level to any creature you hit (in addition to the normal bonus dealt by a smite). If the charge attack misses, the smite ability is not considered used.
Weapon Abilities:Mighty Smiting - OA/MiC - +1 Bonus - get 1 extra smite/day, +2 attack and +2 damage
Feats:Exalted Smite (BoED) - Weapon is considered good
Extra Smiting (CW) - 2 more smite attempts/day
Silver Smite (ECS) - +1d6 damage when smiting
From Smite to Song (Champions of Valor) - Spend smite evil to duplicate inspire courage effect
Sapphire Smite (Magic of Incarnum) - Gain additional smites/day equal to amount of essentia invested. Also you gain +1 damage dealt by your smite for every point of essentia invested. Gain 1 essentia
Improved Smiting - Complete Divine - Smites deal an extra 1d6
Divine Might - Complete Warrior - Spend a Turn Attempt to give myself bonus damage equal to my CHA modifier
Epic Divine Might [Divine] [Epic] Spend one of your turn/rebuke undead attempts to add twice your Charisma bonus to your weapon damage for a number of rounds equal to twice your Charisma modifier. The effects of this feat stack with those granted by Divine Might.
Avenging Strike - CHA to damage against evil outsiders only for 1 attack
Items:Badge of Glory - Deal Smiting Damage 2/day
Balors's Sword of Smiting - 118,670 - Gain Smite Good 1/day, Adds CHA to attack roll and deals +10 damage in addition to the +2d6 points of unholy damage the weapon normally deals.
Vigilant Halberd - A&E - 72,310gp - +4 Defending Halberd - When you smite with the halberd, it deals 2 points of damage per level instead of 1. - 1d10 damage, x3 crit
Noble Pennon - 5,000gp - Smite evil deals +2 extra damage (flat, not per lvl)
Cloak of Charisma +6 enhancement
Belt of Magnificence (enhancement)
Tome of Leadership and InfluenceCommand Enchant - (Defenders of the Faith) +4 competence to CHA +2 bonus cost
Hand of Heironeous - spend a turn undead attempt to have next hit deal uncapped 1d6 additional divine damage for each point of charisma bonus. See if I can get this mixed with Vigilant Halberd (this is plausible since it costs 50k to buy it and there is a bow that does the exact same thing (Larethian protector)
Divine Wrath Enchantment - This is just like the Hand of Heironeous except that it only works on undead (uncapped as well)
Gauntlet of Heartfelt Blows - Dragon 314 - These soft leather gauntlets sport a large, flat gem on the back of each hand. Ringed by steel, these stones slowly shift color as long as the gauntlets are worn. Whenever the bearer becomes involeved in combat, the stones glow brighter and their colors begin to swirl with intense energy, casting a fiery aura around any weapon in the wearer's hands. The wearer's melee attacks cause extra points of fire damage equal to his Charisma bonus (minimum of 1). This bonus damage also applies to touch attacks. The fire does not deal damage to the wearer or anything the wearer carries. Faint Trasmutation; CL 5th; Craft Wonderous Item, burning hands; Price 12,000 gp; Weight 1 lb.
Champion- Pathfinder Advanced Players Guide
This armor property only works for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials, and creatures with the celestial creature template). When worn by such a creature that uses a challenge or smite ability, the wearer gains a +2 sacred bonus to AC against attacks from the chosen opponent.
Faint abjuration; CL 5th; Craft Magic Arms and Armor, protection from evil or protection from good; Price +1 bonus.
Silver Smite Bracelet - Pathfinder Advanced Players Guide
Aura moderate transmutation; CL 9th Slot wrist; Price 16,000 gp; Weight 1 lb.
This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.
Spells:Smite Heretic - gain +2 sacred bonus to attack while smiting. This attack deals 2 points of damage (instead of 1) per paladin level.
Inner Beauty - +4 competence bonus to charisma
Devil's Ego - +4 profane bonus to charisma
Snowsong - +4 morale bonus to Charisma, attack bonus and insight bonus to AC
Righteous Aura - Paladin 4 - +4 sacred bonus to your Charisma Score
Sirine's Grace - Deflection bonus to AC equal to your CHA mod
Favor of the Martyr (My favorite. This spell alone, to me, almost makes going this far into Paladin worth it.)
Sacred Heaven ?
Find the Gap
Fell the Greatest Foe
Knight's Move
Rhino's Rush - deal x2 damage on a charge
Fire of Entanglement - Advanced Players Guide - Smiting a creature entangles it for 1 round
Fire of Judgement - APG - Next creature you smite takes 1d6 divine fire damage and 1d6 divine fire damage if it attacks a creature other than you
Fire of Vengeance - APG - Next creature you smite must attack you or take 3d8 points of fire damage, only lasts once